#version 330 core

// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 aPosition;
layout(location = 1) in vec3 aNormal;
layout(location = 2) in vec2 aTexCoords;

// Output data
out vec2 TexCoords;

// Uniforms
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    gl_Position = projection * view * model * vec4(aPosition, 1.0);
    TexCoords = aTexCoords;
}

